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On 20/06/2006, at 12:58 PM, Richard Burnett wrote:
I should have been more clear. In the instance where I pass data to the AU from the UI, the structs are allocated and filled out in the UI. I then pass a pointer to them in AudioUnitSetProperty. When I get the corresponding call in the AU, I copy the data into a local struct in the AU. It works flawlessly in my experience. Sorry for adding any confusion.
Okay, I understand now, that makes a lot more sense. Yes, I am guilty of passing pointers back out of the AU into the UI and calling them from within the UI. I mainly did this because it made my code quite simple. I am going to have to rethink how I am doing certain updates. Basically, this was the issue:
1.Slide a slider in the UI 2.The action pushes the new parameter to the AU 3.I called a function in the AU to update the LFO class 4.I redrew the LFO waveform (called display on it, custom class).
I had previously used the property to pull the instances of the LFO class to the AU.
The correct way to do this I am assuming is to pass a structure holding the data locations I need that is in the UI namespace and call the property at step 3, then redraw using the details in the struct in the UIs namespace.
yes
Bill
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| References: | |
| >Re: Don't exchange pointers, was Re: Objective-C++/C++ with CocoaUI Issue... (From: Richard Burnett <email@hidden>) | |
| >Re: Don't exchange pointers, was Re: Objective-C++/C++ with CocoaUI Issue... (From: Robert Abernathy <email@hidden>) | |
| >Re: Don't exchange pointers, was Re: Objective-C++/C++ with CocoaUI Issue... (From: William Stewart <email@hidden>) | |
| >Re: Don't exchange pointers, was Re: Objective-C++/C++ with CocoaUI Issue... (From: Robert Abernathy <email@hidden>) | |
| >Re: Don't exchange pointers, was Re: Objective-C++/C++ with CocoaUI Issue... (From: Richard Burnett <email@hidden>) |
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